Wednesday, September 24, 2014

Doria in the Savage North, part 1

To create more interest in my new Perilous Intersections solo engine, here is an introductory adventure using those new rules. The action is set in the Savage North area of the Forgotten Realms. FU will be my rpg system of choice

First, our anti-heroine:

Doria Nightraven

Concept: Vengeful and Beautiful Northern “Mystra Marked” Barbarian
Descriptors: Quick as a Cat, Willful as the Devil, Swordplay, Vengeful
Gear: Iron Longsword, Stiletto DirksPowers: A Way with Crows
FU Refresh: 2
Description: Dark-haired and pale-skinned, Doria is an attractive yet imposing figure. She hails from the Ride, her home their burned and her people slain or enslaved by the evil Zhentarim. She found her way by virtue of the sword. She has served as bodyguard, mercenary, and adventurer. She wanders, seeking to bring down the sorcerers who have enslaved and destroyed her people.
Conditions: None
Special: as a special charm ability, spending 1 FU point and making a Beat the Odds roll allows Doria to summon a flock of ravens upon need to confuse or bewilder.


Mission

Doria, seeking revenge on those Zhentarim she remembers were a part of the raid on her village, she seeks to track them one by one.

Seek & Destroy
Aggressive

Seeds

Using Rory’s Story Cubes: Happy Face, Sunflower, Tree, Fire, Lightning, Fountain

Something Amiss


This is the first stage of the PI system. In it, scene events are interpreted as to push on the direction of the PC's main thrust. Once two of the Big Questions are answered (Who? What? Why? How?), the system moves into the next stage of play, wherein the antagonistic aggression begins to target the PC directly.

One: Doria in Luskan


Setup: Doria arrives in Luskan where she has heard that a pocket of Zhentarim agents are operating
Position: Advantaged (-1)

Doria wanders into the first dive she sees, the Lazy Albatross and begins questioning in a most unsophisticated way. She’s not against bashing some heads to get some quick answers.

The Lazy Albatross
Concept: Seedy Bar Near the Docks of Luskan
Descriptors: Dimly Lit, Smells Something Awful
Conditions: [X] Crowded

Seed: Happy Face
Intersection: taking the idea to mean friendly or familiar, Doria is shocked to see one of her kin from her burned village — one she was certain was dead or captured, now in his cups, toothless at the bar. Jermal has friends with him — friends with a different mien than she might expect from low-life Zhentish thugs. (Conflict)

Jermal Ashenrod
Concept: Savage-Born Freeman
Descriptors: Feeble, Broken Sanity
Conditions: [X] Inebriated

Mysterious Men (squad of 3)
Concept: Mysterious Guardians
Descriptors: ???
Gear: Fancy Swords
Conditions: ???

Does Doria get Jermal to talk? No, and… (+1FU)

Using her willfulness, Doria tries to get sense out of the man, now a broken freeman with only a shred of sanity. Due to her forcefulness, she has no luck, and attracts Jermal’s nearby friends, who put hands to their sword hilts to protect the aging savage.

Does Doria defend herself? Yes, but…

A fierce fight breaks out, sending patrons scurrying. Doria raises the hellcat within her and beats the three peculiarly dressed fellows back. However, one escapes out the back with Jermal.

Does she chase them down? Yes, but…

Quick as a cat, Doria chases the man hauling Jermal out by his cuff. She cuts the distance, but the two she fought recovered and have her surrounded.

Does Doria defeat the men? Yes, and…

With savage ferocity swinging her sword, and a cunning backhanded flick using one of her dirks, she cuts them down one by one, and rescues Jermal.

Story Probe: Does she find the token of a silver harp on any of the men? D6-1 = 5! Yes

She finds and recognizes a pin in the folds of one of the men’s cloaks. A Harper pin! What were they doing in Luskan — and with Jermal, who she thought was slain or enslaved years ago?

Scene Close: Who answered; DL increases

Two: Doria Holes Up with Jermal


Setup: Doria rents a cheap room and tries to rehabilitate Jermal and get answers
Position: At Odds (0)

Doria finds a quiet decrepit hostelry near a temple to Talos named The Grand Chalet which was anything but. There, she tries to nurse Jermal back to coherence so she can ask about the local Zhentarim. She knows there must be a connection between them, the Harpers, and Jermal’s seemingly random appearance.

Seed: Fountain
Intersection: Seeing the fountain as a spouting forth of endless stuff, this means that Jermal comes to the next day, and begins talking — a lot! Only, none of it seems coherent in any sense. It is a stream of babble, about esoteric stuff. (Revelation)

Jermal Ashenrod

Concept: Savage-Born Freeman
Descriptors: Feeble, Broken Sanity
Conditions: [X] Ranting
Does she get him to talk sense? No, and…
Doria tries to calm him, but in her vengeful zeal, he only gets enraged and streaks out into the streets like a madman.

Story Probe: Did Jermal speak of some esoteric artifact? D6+0 = 4. No

Something Different: drawing a feathered arrow and intersecting against the Story Probe, Jermal was spouting on about some looming war.

Scene Close: An unreliable and sketchy What answered; How is very sketchy, but seems to involve Jermal; DL increases

Worksheet So Far

By the end of our session, we get this for the first two scenes:

Monday, September 22, 2014

Perilous Intersections, v. 1.0

Okay, I made it! This one sat on my hard drive for a long while before I had the chance to clean it up. Nevertheless, I present to you, Perilous Intersections.


Perilous Intersections
Doubtless, this will not be my final version. If anyone has any comments, criticism, typographical issues, please post them and I'll consider them for my next revision. Part of this new solo rpg engine didn't sit well with me as I dwelled on it...the interpretational issues of scene framing, which are at the heart of PI, seemed slow and too ponderous. I felt that it got in the way of play.

However, after giving it some time to season, I think I am happy with the result. At least, there are parts of it that I really like. If you happen to play it, send your thoughts and comments.

Sunday, August 3, 2014

Progress...

Hello! Well, after promising I would have a new shiny solo engine out by week's end, here I am! It's the new week starting, and still no new solo game. It has turned out to be more work than I thought. What started as an unclear idea seed became a bit unwieldy after setting it down on paper.

I am in the play testing phase of Perilous Intersections. It looks like it's in need of more testing. Some areas are still in need of polish. Once I am satisfied, I'll want to go back through and trim as much as I can. One thing I like are elegant systems with lower page counts. This one is above that optimum threshold to my taste, so there's still work to be done.

Perhaps a preview for you to get the idea out. The tin says:

  • A scene-framing engine for the solo rpg gamer that leaves plenty of room to interact with and contribute to scene details via your favorite rpg system
  • A method of interpretation, whereby conflicts move from targeting motivations to the PC directly
  • A system of slowly revealing an emergent plot line, keeping the player guessing until the end (Great for murder-mystery adventures!)
  • A system that elevates dramatic tension and pushes a final threat in front of the PC
  • Dynamic adventure-building, where the PC’s own motivations and principles are tested, and can change as the threat asserts itself
  • PCs can work to gain edges, gaining or losing leverage, and with it, the ability to stem the final threat
  • Plot twists are naturally introduced through the simple interpretation filter of intersections
  • A system of balancing random prompts with player choice to build a narrative that can feel like the back-and-forth of playing with a live person
  • A simple system for scaling danger that reacts to successful and unsuccessful character action resolution
There are the highlights. I feel like I'm reinventing the wheel here. Hopefully it's not the case...I definitely have many inspirations that I'll credit. No date of completion estimates — but I'll try not to let it drag on forever.

Thursday, July 24, 2014

A New Solo Engine

One thing all solo rpg enthusiasts share in common with one another is restlessness...endless experimentation, fine tuning, drafting, workshopping — REVERSE ENGINEERING! All things to get our gaming experience just right. There must, at all times, be thought and improvement. Perfection is but an ideal, and satisfaction is elusive at best.

As members of a fringe corner of the rpg hobby, solo tabletop rpg gamers are pioneers. We have to tinker and do stuff, because the niche is still very new. Of course, things like Fighting Fantasy game books, Tunnels & Trolls solo adventures, and similar pen ’  paper solitaire variants have been around almost as long as the hobby. I'm talking about the current trends of, “how do I create a spontaneous, never-before scripted roleplaying experience with special tools and tables that will let me use my favorite rules where I'm still kept in the dark about what will happen next?” Our searching, sharing, and innovating never stops.

It has been quiet around here...and for a reason. I've drafted ideas and mini solo engines like Epic, modeled after the Mythic GME, the Chapter System, Twist of Line, and other ideas. Yes, I have been working on a new one. This one is turning out to be far more serious and time-consuming than I thought when the first seed of an idea started growing. I have almost finished my first draft. This system I'll keep under wraps until I've had a chance to really playtest it. I'm hoping within a week or two to have Perilous Intersections ready here...

It will have a few new things, but also a well deserved nod to the other solo pioneers who have made great contributions. It will have some guidelines to emulate certain flavors of adventures. I also hope to offer a solution to journaling your adventures to keep the work to a minimum.

Wednesday, June 25, 2014

Solitarius Ludus Mobilis

aka, solo pocket campaign

Long ago I promised that I would write a blog entry about play environments. How do I organize my own place space? What tricks do I have that make solo play easier? I won’t be able to answer that to everyone’s satisfaction, for certain. Actually, my own way of doing things will not work for everyone. Nonetheless, here are my own methods and spaces real and virtual…

To answer, I must preface first that my own time allotment for play is neither regular nor anticipated. I will happily grab a few minutes here and there when circumstances allow for it.

I have two options that work for me. The first is actual table space on which I can use my dice, scratch paper, iPad, and any other things I need, including rulebooks. This is the rarest medium of play for me. I may only get a few hours of this every few months due to my personal schedule. The more common form of play for me is to have tools on my iPhone, or iPad, that I can quickly do all the things I need as I play.

The former method is probably common to all, so I am not going to elaborate or illustrate any of this. The latter way is my preferred method due to my restrictive schedule, and may have a few interesting or unique elements that might help others do the same.

What do we absolutely need to reduce solo gameplay to a minimalist medium, trimming any fat we can to make things manageable and mobile? This will be a different answer for many. For me, the basics are some form of notation, electronic dice (this is easy), PDF rulebooks that I can reference with some sort of capable mobile reader, a camera, and perhaps a separate app for taking really concise notes or marking game stats, dice rolls, brief notes and the like.

Journal. This one is a must. I use Trunk Notes, which is a great little app for making your own personal wiki. I tend to journal actual sessions right into it. It has a convenient table of contents, tags, and other metadata elements which make searching easier. It also allows me to import graphics or even voice memos if I need to, so organization is a cinch. Maps, sketches, voice notes, or anything else I like are right there. It also backs up to my dropbox account, so that I can keep all those notes synchronized between devices (because I never know whether I might have my iPad with me or my phone). Often I will dictate right into the app if my voice is not going to bother somebody. (Keep in mind voice recognition sucks royally for all those crazy fantasy-inspired names!). More often than not, I will tap right in. I won’t deny that’s a pain in the ass. However, I’ve gotten pretty good at tapping away.

Dice. This is a no-brainer. There are enough apps out there on your digital market of choice that I need say no more. However, a very integral part of my solo game experience includes Rory’s Story Cubes. I now have the complete set, but I can’t lug around a huge sack with me in case a fraction of spare time may grace me. So instead, thankfully, …there’s an app for that!

Reader. Any gamer, regardless of whether they play face-to-face or solo, needs to keep their books with them for reference at any given moment. All gamers love their books. And whether one prefers the dead tree option, it’s always nice to have a portable PDF backup. Therefore, having a good reader is a must for any gamer. I use GoodReader, which is robust to handle large files and has served me well. It also allows me to keep my whole cache of books on Dropbox.

Scratchpad. also important, if not the most important, is to record little bits of notes during the session before they actually get written up into an actual play. (Some forgo any sort of detailed writeups… I’m all for that too, but my personal preference is to take a pretty detailed prose account of the action.) I have discovered Inkflow, a great little sketch pad app that allows me to do several important things for me. It especially works great on my iPad, when I can use a stylus to actually write in little notes and scores. Some of the great features that it will allow me to do is to, for example, import images on top of which I can scribble. I love this for character sheets. I have adapted some character sheets, taking a quick screenshot of them, and imported them into Inkflow, and, Voilà! I can then sketch right on the sheet and make changes without rubbing a hole through the paper with my eraser. Furthermore, I can update it in my dropbox account and keep it synchronized between my devices. For Fate enthusiasts, there’s the new Fate Companion, which has a great mobile character sheet.

Camera. I also find that sometimes, for whatever reason, if I’m not equipped or I have some scratch paper in hand and do things the old-fashioned way, having the camera on my phone or other device is invaluable. Little sketches and drawings made, notes done — these can all be captured on the camera in moments (in case one has to immediately run to one’s next activities).

Mobile Storage. Lastly, a mobile storage space for all your documents, PDF rulebooks, notes, pictures, what have you, is a necessity for keeping things on the go.


My method is not always fast, but it has the great advantage that I’m always equipped and ready to go should the opportunity (and desire) present itself. On those rare occasions when I can actually spread out my materials on a table or work with my computer to dictate sessions, I have not observed much more facility or speed than my mobile method; so I guess it’s still well within the realm of acceptability for me.

What is your play environment? What sort of dirty techniques and tricks have you discovered that helps facilitate your own solo experiences?

Saturday, June 21, 2014

Hour of Dream, part 5

At last, a continuation of my campaign, "Last of the Drowsbane." When last I left off, Tengrym had freed his former mentor in a chance meeting. He was tracking down his nemesis, who had made his way to Scardale in order to ship tons of magically enspelled grains abroad in order to subjugate a large number of surface dwellers for the drow. He was also hoping that his brother would be successful in summoning the combined garrisons that occupied the city.


Scene 9

Setup: Tengrym and Ara sneak through the night to find a quiet and seemingly unoccupied granary near the shipyard
CF: 4
Altered? Yes — instead of a quiet place, much activity is afoot

Is it Shandorin or his forces/allies? Yes…

Are more drow present? Yes, and… (some orc slaves)
Are they loading casks for transport? Yes…
Do they outnumber even what the combined garrison can handle? Yes…
Note: Ara fails stealth test
Do the sentinels that spot Ara close in immediately on the two? Yes, but… (they are overconfident and in a smaller number (4 drow minions for each character))

Together, the two padded toward the deeper areas of the dockside warehouses. During this late hour, the place was surprisingly teeming with activity. Dark elves stood guard about the perimeter, and orcs began loading casks onto three carvels. The numbers were astonishing. With the paltry garrison of each nation in Scardale, their combined might still couldn’t hope to be at even footing with the number of dark elves, orcs, and whatever other forces Shandorin had available.


“Where is Thedric?!” whispered Tengrym to himself. Still, they couldn’t hope to succeed without the Cormyreans, Sembians, and all the others.

He turned to Ara to discuss their plan, when he saw several stealthy shapes creeping close. “Look out!” he cried as drow descended upon them.

A group of four got the jump on Ara, striking with such surprising speed and ruthlessness. Somehow, the elf swordsman readied his newfound arms and tried to put up a defense. He took the brunt of the assault and Tengrym thought his old mentor was done. However, he was made of resilient stuff.

Before Tengrym could intervene, four more put him to the test. He was flanked and cut off from his former teacher. Steel clanged, and all of the half-elf’s nerves were tested. A slice got through his guard, but fortunately, his shirt of mail held. He beat them back methodically, not daring to split his attention, and beginning with the weakest member. They were fiercer than those who had escorted Ara to the warehouse. One fell, and then another after relentless and patient blade work. The last was tenacious and put up a firm resistance. At last, Tengrym spun like a dancer, using one of the graceful feints that Ara had taught him.

The swords-master had finished his duel at the same time Tengrym dealt with his four. Though it initially appeared ill for Ara, only the dark elves’ ambush had granted them a momentary advantage against a seasoned veteran.

Does this draw attention from others? Yes, and…* (Shandorin sees and shouts an alarm)

*Twist: Tangential; Cubes — alarm wake-up, ask question, chaos
Interpretation: Hapray wakes up and causes a delay with his questioning and chaos erupts

At this point, the two could hardly catch their breath or share a word. Across the yard between stacks of cargo, Tengrym and the white-haired Shandorin locked eyes on one another. There could be no doubt…the scarred visage was clear even at the distance of a hundred paces in dim lighting. Shandorin’s eyes registered recognition and bewilderment. Those brief tense moments seemed to last a great while. At last, the ally of the dark elves shouted an alarm.

“Intruders! Every man, elf, and orc…bring me the head of the half-elf and any allies!” The scarred renegade’s finger pointed.

Others had already come upon the disturbance having heard the brief struggle. All at once, it seemed the entire bustling throng of the shipyards simultaneously turned toward the two. There was no direct line of escape, but plenty of bolt holes through which a resourceful mouse could scurry. A group of six orcs dropped their arm loads of cargo and picked up axes and clubs, charging forward. From another corner came five more dark elves while another trio rounded a blind.

They were trapped!

Suddenly, a huge form smashed into the surprised orcs, scattering them in all directions. Hapray charged in, swinging his club blindly at anything within his reach. Boxes of cargo splintered and surprised screams cried out.

“Where is that tricksy elf?!” he screamed. A rage was over the great ogre, and friend or foe, it did not matter — he wished nothing more than to wreak havoc on anyone foolish enough to stop before his frenzied charge.

“Split up!” whispered Tengrym to his companion. “Try to delay them until my brother can summon help. I’ll make for the mill — no cargo should leave this city tonight!”

Ara nodded and led a group away. The ill-tempered (but well-timed) entry of the ogre was just the diversion needed to stave off disaster — even if temporary.
Tengrym darted forward into the labyrinth of stacks, losing pursuit and spying eyes. He wove his way further from the fray. Behind him, the ogre was making a tremendous ruckus — all the better!

Does he come across anyone? Yes…*

*Twist: PC positive — creepy face, open treasure chest
Interpretation: Tengrym catches up with Shandorin with a small group of dark elves — he is unwittingly leading Tengrym to the cache of magical grains

The half-elf stopped to catch his breath and get his bearings. He was closer to the mill. Part of the Sember powered a paddlewheel which was now disengaged — nothing turned. He heard the gurgling of the lazy dark waters swirling around the locked paddle. Suddenly, he heard the approach of voices barely audible above the sounds of distant clamor.
Tengrym smiled. Just before him passed the form of his nemesis, the scarred man’s dark cape fanned out behind him as he passed. Several more dark shadows tailed him — more dark elves.

“Follow me!” Shandorin hissed to his unseen escort. “We must secure the remainder of the wheat…”

The figures passed over a narrow bridge and entered the old mill. Quickly and stealthily, Tengrym followed shortly after. Waters gurgled under the bridge as he slipped through the door which was still ajar. Once inside, he crouched and allowed his eyes to adjust to the dark.

Are there more within? Yes…

Are they orc grunts? Yes, and… (several larger bugbear/half-ogre types for sheer strength)
What’s going on with the grain? heart, traveling sack, oatmeal
Interpretation: the remaining grain is being offloaded to casks at the center of the mill space; getting there is not easy
Do the workers have masks on? Yes…

There was noise and loud voices, along with considerable banging and grunting. Beyond a short corridor was a flight of stairs leading to a dimly-lit open area. Tengrym cautiously continued this way, stopping at the landing to survey his surroundings. The mill was an open, dust-covered space around a central stone millworks. Orcs and larger goblinoids wearing masks were busy directing freshly milled grains into wooden casks. Shandorin must have taken some other route not seen. He and the drow elves were stationed on a catwalk overlooking the central area from above. The disfigured half-elf was shouting orders down below.

Tengrym withdrew a few steps and considered his next move. He had no idea what might happen if he were to try and directly disintegrate the poisoned grains. They might be extremely volatile, or spread their deadly sleep effect around a concentrated area, killing many in the town. No…too risky to attempt that route. Tengrym decided on a more difficult route.

Tengrym stepped out into the open and chanted loudly, producing a pinch of sand and an eyelash. The orcs and half-ogre immediately turned to face the speaking voice and abruptly fell asleep, toppling where they stood.

From above, Shandorin commanded his dark elves to descend. “Capture him! Your queen’s prize awaits!”

Then to Tengrym, the disfigured half-elf pointed a finger down. “Stand where you are!” That voice had the power of magic behind it. Tengrym felt the power of it — the sheer will — seizing his motions. Need somehow drove his powers of resistance beyond their norm. He wrenched free of the force as the four dark elves raced down stairs — however, he still froze, guessing well the nature of the fell spell and feigning its success against his will.

When he heard the booted steps of the drow near, he uttered a word of arcane command. He abruptly disappeared and reappeared a mere step from Shandorin, sword in hand. The villain’s face palled and he began uttering another spell while drawing his sword.
Tengrym was the faster.

Shandorin grimaced as a nick opened an ugly wound in his already scarred face. Had he not aborted his spell and pulled back at the last moment, the swing might have taken off his head.

Below, Tengrym heard the ‘click’ of hand crossbows at the ready. Without moving his gaze from his enemy’s eyes, Shandorin put up a hand towards his dark skinned allies. “We shall settle this now,” he said to Tengrym, replacing his scowl with a hideous smirk. The two paced around one another among the rickety heights.

“You are a Drowsbane,” said Tengrym. “What was your price? Or did the drow place some fell enchantment on you?”

What does he answer? Leading a Friend

“You sound like your father,” hissed his counterpart. “The curse is laid upon you…”

“Your blood is thrice cursed if you are in league with these vile villains.”

“Not so. That part of my blood is purged. Give up now…join me and abandon the old ways. Vow allegiance to dark ones, and the Spider Queen may see fit to purge that aspect of your soul for which she thirsts.”

“It’s over, Shandorin. The men of Sembia, Cormyr, and the Moonsea know of your plan. You cannot succeed…”

“Whether this aspect of the plan fails or no will have no effect. It cannot break the curse laid upon the last of the Drowsbane.”

“There is a prophecy…you well know of it. What is it?”

“Join me…I will not ask again,” insisted Shandorin, ignoring the question.

“You must tell me,” repeated Temgrym.

They circled more like quarreling cats sizing one another up in a darkened alley.

“Enough talk!” shouted Shandorin.

At that, he launched himself forward. The two clashed, matching blow with parry, anticipating one another’s feints and lithe steps. For many turns, neither opponent gained ground nor exploited any weakness. This continued for what seemed like an interminable interval. Both were evenly matched. Both were equally trained in arms. Both were astonishingly similar in style and gait.

At last, Shandorin worked Tengrym into cramped quarters and sliced along his arm. An inch of exposed flesh at his elbow opened on his sword arm. Tengrym’s riposte was twice as forceful and three times as surprising as he refused to allow the minor touch slow him. Shandorin limped away, knowing a deep gouge was scored his outside thigh on his right leg.

The two heaved breaths and took a moment to take stock of the situation. Tengrym seemed slightly better off with only a shallow wound along his elbow and tricep and a thin line of red along his left forearm that he did not remember getting.

The drow began creeping up the stairs again, wondering if their ally was done in. However, it was not so.

Shagri-chozh-WAN!” Shandorin cried, gripping a yellow amulet that hung about his neck. It flashed momentarily and the disfigured half-elf launched forward.

With renewed fury, the villain thrashed, foregoing his refined fencing style in favor of barbaric ferocity driven by strength. Tengrym put up a defense parrying the blows. However, some supernatural strength had taken hold of Shandorin’s limbs and Tengrym was numbed by the impacts. Sweat beaded on both combatant’s faces.

Finally, Tengrym’s blade was battered from his grip and skittered across the floor, falling to the ground below with a loud clang. Tengrym uttered a spell of blasting, but staggering back, he stammered and the spell failed in a useless display of light. In the meantime, several of the drow were near at hand, and another had roused the orcs below that Tengrym had put to sleep.

Turning from the scene below, Tengrym faced his nemesis, who had now uttered a word of magic and lunged forward, gripping Tengrym’s neck with a vice-like grip in his off-hand. Simultaneously, a white-hot electrical charge ran along Shandorin’s arm into Tengrym’s body. He swooned and nearly passed out, convulsing from the powerful charge. He fought to draw air through his closing throat.

Do the drow intervene? Yes, and… (A little birdie flies in)

Note: rolling some cubes, I generate appropriate on-the-fly stats and spells for Dynas Dundragon, currently disguised as an owl.
Does Dynas warn Tengrym telepathically (one of his spells)? Yes, but… (not by spell)
Does Shandorin deny the drow their prize? Yes…

The nearest dark elf stepped behind Shandorin. In a strange accent, he whispered, “Release the sacrifice!”

Still clutching Tengrym’s throat, Shandorin shot the drow a hateful look, enhanced by his disfigurement. “Step back, dogs!” he hissed, now fueled by bloodlust beyond reasoning. “This last Drowsbane is mine!”

The two drow warriors drew steel. At the same moment came a screech and flutter of wings as an old owl circled overhead, gaining entry through some shorn roofing or ruined ventilhation.

Shandorin continued his death grip on Tengrym’s throat. Emboldened, the first of the dark elves stepped forward and pushed the disfigured half-elf away. Shandorin fell and Tengrym was released, gasping for breath. Two dark elves descended upon him while the third stepped over the fallen Shandorin.
Tengrym quickly regained his wits and recited a quick snatch of arcane rote. A bright flash knocked one of the drow down senseless, but the other had shielded himself from the bright light. Now combat broke out in two places on the confined upper deck. Just then, the roused orcs were commanded to help one of the drow and they slowly shook off the remaining effects of sleep and grabbed whatever tools they could to aid in the battle.

Suddenly, the owl whooshed down to the floor and morphed into a man — none other than the wizened Dynas Dundragon, the outcast court wizard of the Drowsbane family. The wizard hurled a mighty ball of fire, exploding against one side of the old mill. Screams of the dying sounded as most of the throng of orcs fell into blackened heaps. Flames quickly leapt up the side of the old building.

Tengrym got only a quick glance at the carnage. He noted the inferno licking up the dry wooden walls. He strove against a wicked dark elf with a sword in hand. Nearby, Shandorin was also engaged with a second. Quick sword work dropped his opponent.

The Drowsbane could not guess the source of the explosion. He still fought for breath. The drow attacked, going for his neck with the pommel of his sword. The two danced — Tengrym not so graceful as his counterpart.

Does Shandorin attack the remaining drow? Yes…

The disfigured villain interceded between Tengrym and the drow. A savage slice drove the dark elf back before he finally fell to countless deadly slices.

Tengrym could have uttered a word and teleported out of harm’s way. However, his own rationality had fled him. He could think of nothing but defeating his nemesis — a man who represented the ultimate treachery and antithesis of his proud ancestral heritage.

Instead, he rolled to one side near the ledge overlooking the mill below. Flames continued to lick the side of the building. Now smoke filled the upper portions. At that moment, he saw Dynas’s fierce eyes. He took no time to wonder. He also saw his magical blade below. With a quick two words, the sword was hoisted from the floor magically and sped with a flash into Tengrym’s waiting hand. He turned just in time as Shandorin came in for the offensive.

Rather than meet his blade, Tengrym mustered his speed and leapt, turning and kicking the savage attacker, knocking him through the guard rail and over the deadfall to the mill floor.

Is it a Master [TN 13] fall? No… (it is just ‘Expert [TN 11]’)

Shandorin flailed through the air. He landed hard on his side, the wind knocked out from him. Smoke continued to billow, choking Tengrym where he stood regarding the form below. Dynas saluted him with a sarcastic smirk. He made a frightening gesture, and two remaining orcs that had not been obliterated by they powerful fires ran through an exit. “You’re welcome,” the wizard said to Tengrym.

Tengrym began to cough. He pointed to the form below. “Don’t…let him escape…” Then he recalled the rote to a featherfall spell.

Dynas turned to the man who brought himself to his knees and lumbered after the two fleeing orcs. “Not so fast!” Dynas said, rolling up his sleeves. “Attum brimbiae, salloh NAH!” he shouted. Motes of light shot from his fingertips and took hold of the fleeing figure in black. Where the man had been, now was only a gray tortoise.

“Hmph!” commented the wizard. “That should do it!”

Tengrym controlled his coughing enough to utter the spell. Down he floated through the smoke to the floor to stand beside the wizard. “I haven’t yet forgiven or forgotten, Dynas,” he said.

“I know,” said Dynas, rolling his eyes. “You made that abundantly clear in the Elvenwood.”

Tengrym scooped up the fleeing tortoise and dropped him in a sack secured to his waist. “That’s a humiliating trick you have,” he commented. The wizard only smirked.

“Fine job burning down this place, wizard!” added Tengrym. He now looked at the grains around the mill with newfound worry. “That chaff is dangerous! We have to do something…I don’t know what it will do if ignited.”

“Why didn’t you tell me?!”

Tengrym wrung his hands in desperation and frustration. “Why didn’t I…?! If you had…!” He abandoned it and fled, the wide-eyed wizard running after.

Does the chaff explode? Yes, but… (not immediately — they have time to escape)*
*Twist: Thread (move away) — Hunt down Shandorin and challenge him in single combat

Interpretation: Somehow in the hustle, Tengrym loses the bag with the tortoise…by some means, the morphed villain manages to escape!
Have the garrisons arrived (due to Thedric) to do battle with the enemy? Yes, but… (they are sorely pressed)

When the two fled the building, the battle had renewed. A huge ogre was tearing up large tracts of the port, while a tight ring of drow and orcs hemmed in a desperate few fighters. Many of them bore the livery of the combined garrisons. Thedric did it! He succeeded thought Tengrym. But they were losing.

Suddenly, from behind, an enormous bright flash exploded, followed by an impossibly loud thunderclap. All were bowled over by a tremendous shockwave that leveled the entire mill and much around it.

Do the enemy lose their fight at this point? Yes…*
*Twist: Tangential — low fuel gauge, meteor

Interpretation: without better ideas, this could be some king of portent…low gas, a waning sickle moon, meteor…a comet

Then it was quiet. Before there had been combat and death, but now only eerie silence. It took some time, but the survivors, both allied and opposed, slowly got to their feet.

A lone figure cried, “Look!”

All heads followed his finger toward the heavens. There, they saw a curious sign. High in the sky, Selûne passed through a break in the clouds, now only a sliver of molten silver. Almost more dazzling and crossing at a perpendicular angle was the bright tail of a huge comet. Every beholder knew that they witnessed some great portent, but they could not begin to understand its meaning.

Almost immediately, the remaining drow and goblinoids turned and fled, though their numbers had been previously overwhelming. A charge among the garrisoned forces sounded, and the warriors began to route the enemy. Most of the orcs surrendered, far preferring the doom of men over the crueler dark elves. The latter fled.

Where does the enemy lead? earth, digging hole

Tengrym and Dynas followed after. The drow, passing like shades in the night, fled along the coast south away from the river Sember. There, just beyond the buildings was a thick tangle of woods. They were making for it.

Do the drow get away? Yes, and… (Their underground complex has a magical gate to spirit them away)

The drow had a lead. When Tengrym and the others at last reached the wood, they discovered a stair leading within the ground. The half-elf summoned light and the allies descended. Within was only a cylindrical chamber etched with runes on the wall and a strange design was on the floor.

“A gate,” observed Dynas.

“Can we use it to find them?” asked Tengrym.

“It would take me considerable time, but perhaps…”

“How much time?”

Dynas shrugged. “Hours? Weeks? I cannot begin to know until I begin to research. And I don’t have access to my tomes.”

Tengrym stared at the room in dismay. Yet, there was still the magical grain which was not all accounted for. They had to regroup and have counsel with the powers that were in control of Scardale. At least he had the scheming Shandorin in captivity, he reminded himself, patting his sack. To his shock and amazement, the sack was ripped open! Had Shandorin chewed through the canvas? Quickly, he retraced his steps, but he could not find a tortoise in the chaos. When he returned to Dynas, the wizard confirmed that the spell was not lasting.

"You wanted me to restrain him, yes?" answered the wizard. "A permanent changing is a more difficult spell...not one that is simply cast willy-nilly! It takes time and effort, and the appropriate laboratory if one is to do it well."

Tengrym had lost his nemesis again! There were clearly more tricks up the villain’s sleeve. Tengrym knew that the disfigured one knew much about Baolnor’s tablet.

Conclusion

CF: -1
NPCs: Anoris Shandorin, Dark Elves, Thedric, Illistyl Elventree, the basilisk, Dynas Dundragon, Orlimpar Eveningfall, Arlgoth the Mighty, Soldiers of Sembia, Arafraulyn, Hapray the Ogre
Threads: Find a new safe haven, Stop Shandorin’s plan, Hunt down Shandorin and challenge him in single combat


This was a long scene and climactic. It was great to return. One more scene should satisfy to tie up all the loose ends with the grain...but who knows? Maybe some twists will prolong this one. The protagonist wasn't successful in his aims, but it was exciting nonetheless...and an escaping villain to return another time is great!

Saturday, June 14, 2014

Powered by FU 1 — Mecha, part 3

Although it has been a while since I actually ran my Robotech session, it was a fast-paced exciting game that recreated the energetic anime vibe for me. FU lends itself well to a faster-than-the-eye-can-track animated experience in tabletop form. However, there were some things that were lackluster for me:
  1. Character rank does nothing
  2. Characters have little to differentiate them from others (other than their armament)
  3. I didn't like that characters and their Mecha are inseparable
  4. There is nothing to foster a true roleplaying experience (characters out of their vehicles doing things, perhaps even other professions than pilots)
With that in mind, I re-designed the hack. Here it is:

FUbotech (Macross edition) for lack of a better term...
A hack for fast-paced Robotech adventures (take 2).

CHARACTERS

In my newest version of this hack, characters become regular FU characters (even with gear if they want).
So, characters have a:

CONCEPT

Here’s where their pilot stuff come in. Being an “Ace Veritech Pilot” grants them permission to do stuff piloting those vehicles. Period.

These are “esoteric” abilities, which are unlocked through having an appropriate Concept. If characters have a related Concept, the GM might allow actions with a penalty die thrown in. (Remember Rick Hunter piloting a Veritech for the first time? He still had a pilot Concept!)

DESCRIPTORS

The usual ones: BodyMindEdgeFlaw

RANK

Players can still devote their Edge to a Rank Descriptor if they want. What is Rank used for? In large battles, it can be added to rolls during command, provided that rank is greater than that of their opposing force. All pilots are officers and their Rank (whether they have chosen it or not) defaults at Second Lieutenant. So, if the players are running a large-scale battle with the actions of the whole squadron at stake, the highest ranking member can add a bonus die for the Rank when attempting complex maneuvers.

Choosing a Rank (which can shift between adventures) can represent that the character is a tactician, a career officer, and more about command than typical fly-boy stuff.

Ranks include (from lowest to highest): Second Lieutenant, First Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, Brigadier General, Major General, Lieutenant General, and General. Note that pilots above the rank of Major generally have command obligations and relinquish flight missions to lesser officers.

GEAR

This could be downplayed, but might include weird things pilots might carry like: Fuzzy DiceLucky CharmAntique SidearmPhoto of Significant Other

MECHA

This is the type of armored vehicle paired with the character, and represents a different “character” (meaning is not directly linked to the character and is replaceable). Generally, a vehicle needs no specific Descriptors. Its main components are its set Conditions and its particular set of Armament (see below). A mech with no specific Descriptors will represent the average vehicle in its scale. If a particular mech has Descriptors, these will describe specific above or below normal capabilities among its scale. For example, a Destroid Spartan may have Heavy Ablative Armor perhaps with Slow.

CONVERTIBLE MECHA

Mecha that are specifically convertible (such as the Concept: Veritech Fighter (VF-1D)) will have the following modes and Descriptors attached to them:
Edge (+)ModeFlaw (–)
SpeedFighterTargeting
StabilityGuardianAcrobatics
Targeting, Useful WidgetBattloidSpeed

ARMAMENT

Players may outfit their mecha with armament or upgrades. Most mecha will have 6 points to spend on impermanent Descriptors. To gain the bonus die in combat, the player will have to “burn” the Descriptor, scratching it off. In addition to granting the bonus die, an additional bonus die can be used if the situation fits the “tag”. Other abilities may also be present.

CostArmamentTagAbilities
4Long-Range MissilesPotentA hit may bypass an enemy’s Conditions to destroy them
2Medium-Range MissilesAccurate
2Short-Range MissilesA “yes, and…” destroys more than one target
1Gun PodPoint Blank
2Super ArmorGrants one more Condition Slot: Near Miss
1External Missile BatteriesExtra missiles can combine two or more targets into one “squad”
2Booster RocketsSpeed

Multiples of any one item may be purchased. Such purchases may simply represent a higher ammo storage. Burned Descriptors are not regained until the mech is refueled/repaired. All mecha are assumed to have laser and particle beam canons permanently attached to the vehicle, and thus attack even if no further armament remains.

CONDITIONS

Each mech will have a total of three Conditions to tick off: My N Is Compromised! (where ‘N’ is some subsystem), She’s Barely Holding Together!, and Bail Out!. The freeform Condition can represent any form of damage a player wishes (so long as it’s not so limited as to provide no hindrance at all), adding a specific setback and allows for some creativity. The second represents more significant mechanical failure and provides its penalty die to all maneuvers and actions. The final Condition means the entire vehicle is compromised and the character must take actions to safely eject or escape ultimate destruction.

Players can take actions to mitigate some of this damage by:
  • spending an FU Point to add one more freeform condition targeting a specific vehicle sub-system (once only per session), or
  • take a personal Condition in the form of some relevant injury (ConcussionUnconsciousInjured).

PLAY AND DOGFIGHTING

During missions, characters can participate in various types of action. This might mean one on one dogfights, providing support, rendezvousing with other craft, formation flying, specific fighter-to-vessel targets, and so forth.

Some rolls that can be made might include:
  • “Does Rick Hunter get the better position over his opponent?”
  • “Does he hit his target?” or
  • “Does he evade pursuit?”
Only by getting into advantageous position can a character make use of its attack power. All opponents are assumed to be one-shot kills with only a few descriptors at best (possibly for pilot ability or enhanced mech system), unless they are fully-fledged combat aces built like regular PCs.
In combat, characters can go through an exchange of positioning with opponents to maneuver in for the kill. However, when facing multiple opponents, descriptors can start to stack, making it more dangerous to take on multiple bogies. Results of Yes, but… or No, but… may indicate advantageous or negative positioning to some, but not all, engaged vehicles.

Helping out teammates is an effective way of stopping or reducing this cumulative stack.

FU POINTS

Characters start play with 1 Point but can get more for:
  • Acting with daring
  • Showing off in front of a crowd
  • Getting two or more kills in a single dogfight
  • Saving a comrade in a pinch

NON-PLAYER CHARACTERS

Most NPCs, whether friendly or hostile, will mostly be of the “extras” variety, possessing perhaps a rank, and a mecha (with or without armament or modifications). Usually, no armament will be included to enhance speed of gameplay and the typical run-of-the-mill cannon fodder. However, some more notable challenges, included enemy or rival ace pilots or team leaders, will be built like normal characters. These latter types of NPCs should be reserved for dramatic moments. Some might even have an equivalent of FU points which the GM can use to throw in an extra penalty die against players to represent special ace maneuvers or trick shots.

When it comes to enemy mecha, most will only possess the Concept, “Zentraedi Battlepod”, representing the mass-produced enemy infantry fighting machines. Battlepods are relatively easy to build, somewhat minimally constructed, and are weak, but versatile. Although they are weak, as far as armor goes, they make up for it by sheer numbers. Unlike convertible mecha, such as the Veritech Fighters, battlepods are not convertible, but can serve equally well as flyers, walkers, and so cover a variety of needs. Therefore, they do not get additional bonuses for speed, maneuverability, or firepower. They are just “average” at about everything.

Optionally, GMs may wish to include a Flaw: Poor Armor Rating which can represent the fact that they can go up in cinders from an errant laser bolt. Any attack “Beat the Odds” roll against a battlepod that results in an uncertain result (“Yes, but…” or “No, but…”) may have a secondary roll to see if any non-direct hits result in bypassing their weak armor and factoring both their “Battlepod” and “Poor Armor Rating” Descriptors (at a 50% chance of a “Yes…” result occurring), thus representing their greater destructibility. However, they should not factor in to the first basic attack roll. Many groups may opt out of this, as it requires more rolling and goes against the spirit of FU.

Additional armament or modification Descriptors may include:
  • Short-Range Missile Mount: Multiple Short-Range Targets (no more than two of these)
  • High-Power Particle Beam Turret: One Medium or Short-Range Target
Officer’s battlepods might have additional characteristics, including:
  • Armor-Plated
  • Medium-Range Particle Cannons (representing both arms)
  • Booster Rockets

SCALE

Normally, three levels of scale are assumed between conflicts: man, mech, and vessel. Although no rule really needs to be instituted for these examples, when it comes to opponents of different scale, the GM may wish to impose a number of penalty or bonus dice (one or two). Use common sense. In the case of a mech maneuvering against a Zentraedi battle cruiser, the smaller object may get a bonus to maneuverability against the slower, bulkier larger vessel. However, if a cannon of a large frigate successfully hits a small Veritech, assume it’s a one-shot kill.

The best way to deal with scale using FU is to ask logical questions. Instead of determining whether a smaller vessel can harm a larger one, break the questions down into discrete actions that make logical sense. Instead of asking whether a Veritech’s missiles destroy the enemy battle cruiser, it will make more sense (and be more exciting) to stage how, for example, a fighter might breech the hull, fly within, avoiding the sentinels, find the ship’s reactor, plant a explosive device, and escape the blast radius, all while evading pursuit.

In other words, most scale issues are worked out through…an adventure!